q3olegka's Forum Posts

  • What if in the project I need to interact with invisible and at the same time with visible objects? As I understand it, if in the touch plugin I put ignore invisible objects, then the whole system collapses?

    Everything that you wrote can really be done in events. And the meaning then? Let it be better not to bother their with this and concentrate on fixing bugs, and add really the necessary functionality in C3, which cannot be recreated in the code, such as offset for the tilebackground

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  • Hi. I can't find statistics on the number of sales of small games on Xbox. Maybe someone on this forum has experience in the placement games, or he knows the statistics, please share.

  • For the engine to be finished, first you need to find all the errors, and most of the engine errors are searched by users themselves, so I do not think that various tests are bad for the development of the engine

  • Phacanu

    but with what to compare this test?

  • SnipG

    Thanks for testing. Interesting

  • tarek2

    Thank you for reminding. Yes, r112 now looks much better. I got ~8000 objects and ~40 fps. I hope that in the next updates the performance will only increase.

  • New Runtime as is still on Alpha testing

    Yes, but I thought that fps would be roughly equal

  • Hello. I did a small stress test to check the performance. Result:

    C2

    8500 objects count

    40 fps

    C3 (new runtime)

    6500 objects count

    30 fps

    With a smaller count of objects, C3 produces a lower FPS than C2. Why?

    C3 c3p - drive.google.com/open

    C2 capx - drive.google.com/open

  • Ok, but how do I fix it? (Chrome)

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  • I have a micro-delay at the beginning of the page load. And after that point, my fonts change

  • Some more tests...

    wow, excellent tests)

    but what is the conclusion? The lag is related with the vertical sync? But why in other games on C2 such a there is no? Even in the same dynamic games

    I cant find it now but there is a years old Chrome bug thread related to vsync issues when running multiple monitors

    at the moment I know for sure that:

    • problem in all browsers
    • microlags are more noticeable if the computer (phone) has low performance at the given time (let's say many third-party programs are open)
    • I only have two games with this problem, with the rest of the similar games there is no such problem
  • UPDATE: I just tried the same experiment on my laptop at home. I've got a fairly fast rig but unfortunately I'm seeing the same jerkiness on my secondary monitor AND my laptop monitor.

    Thanks for the test. So the problem remains?

    I'm wondering if someone else will create the same game and if this is a problem of v-sync, as Ashley says, then the lags will not be lost?

  • You right. But for 2 years of using C2 I made a lot of dynamic games. Even when the level of my knowledge was very low and I did not care about optimization, I did not encounter such a problem. It happened literally in the last 2 games. For me it's very strange, so I applied to your forum.

  • You write about the performance of the project in vain, because, as you can see, I just started it and did not care about optimization at all. All the points about which you speak, do not in any way affect the problem with which I addressed the forum.

    The "rockFam" objects do not change the size every tick, they change the size only at the moment when their end becomes "viewportRight", only at this point 2000 pixels are added to their width, which does not affect performance in any way. In future i will re-positioning of background instead of resizing them

    I do not really understand how to create a game runner and do not track the position of objects for further re-movement abroad layout. Usually I do it every 0.1 seconds instead of every tick

    And I read the article you gave me and started using it exactly as you wrote to me. Thanks for this)

    P.S. I could something wrong translate and to answer